Video poker game with a bet doubling option

ABSTRACT

A method, apparatus, and computer readable storage medium for implementing a video poker game allowing a player to double (or increase) his or her initial bet. After the initial deal, the player can decide to double the initial bet before drawing new cards. Both the initial bet and optional doubled bet are paid to the player.

CROSS REFERENCE TO RELATED APPLICATIONS

This Application is a Divisional Application of U.S. application Ser.No. 10/689,027, now allowed, filed in the USPTO on Oct. 21, 2003, nowU.S. Pat. No. 7,520,807, which is incorporated by reference herein inits entirety for all purposes.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention is directed to a method, device, and computerreadable storage medium for implementing a video poker game whichprovides a player with an ability to increase an initial bet, double, orplace an additional bet.

2. Description of the Related Art

Video poker is a popular gambling game found in casinos.

What is needed is a new variety of the game that can be more profitablefor the casino, as well as in a form that some players may prefer overthe standard game.

SUMMARY OF THE INVENTION

It is an aspect of the present invention to provide improvements andinnovations in video poker games, which increase player enjoyment andcasino profitability.

The above aspects can be obtained by a method that includes (a)receiving an initial bet; (b) dealing a first hand of cards to a player;(c) allowing the player to select any number of cards to discard; (d)offering an option for the player to make a second bet; (e) replacingthe selected cards to form a final hand; (f) determining a rank of thefinal hand; (g) paying the initial bet according to the rank; and (h)paying the second bet according to the rank, if the player chose to makethe second bet.

The above aspects can also be obtained by a method that includes (a)calculating probabilities for being dealt each rank of a plurality ofranks; and (b) dividing the calculated probabilities by a number ofpossible paying ranks to obtain payouts for each rank.

The above aspects can also be obtained by a method that includes (a)automatically calculating probabilities for an occurrence of each of aseries of events; and (b) automatically dividing the calculatedprobabilities by a number of events with greater than 0 probability toobtain payouts for each respective event.

The above aspects can also be obtained by a method that includes (a)implementing a video poker game, with the additional feature of allowinga player to place an additional bet after being dealt the initial cards;and (b) paying the additional bet based on a computed paytable based onthe player's initial cards.

The above aspects can also be obtained by a computer readable storagethat performs (a) implementing a video poker game, with the additionalfeature of allowing a player to place an additional bet after beingdealt the initial cards; and (b) paying the additional bet based on acomputed paytable based on the player's initial cards.

The above aspects can also be obtained by a system that includes (a) aprocessing unit implementing a video poker game, with the additionalfeature of allowing a player to place an additional bet after beingdealt the initial cards; and (b) a paying unit paying the additional betbased on a computed paytable based on the player's initial cards.

These together with other aspects and advantages which will besubsequently apparent, reside in the details of construction andoperation as more fully hereinafter described and claimed, referencebeing had to the accompanying drawings forming a part hereof, whereinlike numerals refer to like parts throughout.

BRIEF DESCRIPTION OF THE DRAWINGS

Further features and advantages of the present invention, as well as thestructure and operation of various embodiments of the present invention,will become apparent and more readily appreciated from the followingdescription of the preferred embodiments, taken in conjunction with theaccompanying drawings of which:

FIG. 1 is a flowchart illustrating a basic method of the presentinvention, according to an embodiment of the present invention;

FIG. 2 is a screenshot illustrating a first phase of the invention,according to an embodiment of the present invention;

FIG. 3 is a screenshot illustrating the dynamic paytable, according toan embodiment of the present invention;

FIG. 4 is a screenshot illustrating a final phase of the invention,according to an embodiment of the present invention;

FIG. 5 is a flowchart illustrating a method for computing the dynamicpaytable, according to an embodiment of the present invention; and

FIG. 6 is a block diagram illustrating one example of hardware that canbe used to implement the present invention, according to an embodimentof the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Reference will now be made in detail to the presently preferredembodiments of the invention, examples of which are illustrated in theaccompanying drawings, wherein like reference numerals refer to likeelements throughout.

The present invention relates to video poker games and improvementsthereof. The present invention provides for a video poker game thatallows the player to double (or just increase) his or her bet.

The most common form of video poker found in casinos operates asfollows. A player pays to play the game. Five cards are then dealt. Theplayer can then choose to discard any number of the five cards, whichare then replaced to form a final hand. A rank of the final hand isdetermined, and is paid according to a paytable.

To add excitement to the game, the present invention affords the playeran option to adjust his bet after the initial cards have been dealt. Ofcourse, some type of alteration of the game is needed to accommodatethis player advantage without the player gaining an advantage over thecasino.

In the preferred embodiment of the present invention, the game can beplayed as the standard game described above. A “double your bet” buttonis also active after the initial deal and allows the player tooptionally double (or just increase) the player's bet after the initialcards have been dealt.

Two paytables can be used. A first paytable is a standard paytable usedto pay out the original bet. A second paytable is displayed whichautomatically adjusts payouts immediately based on cards the playerwishes to hold and discard. The payouts are calculated so that the househas an advantage of the house's choosing. If the player chooses thedouble, then the player's original bet can be paid according to thefirst paytable and the additional portion of the bet can be paidaccording to the second paytable.

FIG. 1 is a flowchart illustrating a basic method of the presentinvention, according to an embodiment of the present invention.

The game typically begins with operation 100, where a video pokermachine or electronic gaming device (EGD) receives the player's initialbet.

After the bet is received in operation 100, the method proceeds tooperation 102 which deals five cards to the player. Of course, otheramounts of cards can be used as well, but the standard amount is five.

After the cards are dealt in operation 102, the method proceeds tooperation 104 wherein the player selects which cards he or she wishes todiscard. This can be done by pointing to the cards on the screen,pressing buttons, etc.

From operation 104, the method proceeds to operation 106 which updates adynamic paytable based on which cards the player selected to discard (orhold) in operation 104. The dynamic paytable is calculated so typicallythe house will always have a little advantage regardless of which cardsthe player chooses to hold. More on this calculation will be discussedbelow.

From operation 106, the method proceeds to operation 108 which offers adoubling option. The doubling option can be offered by way of a doublingbutton. The player can choose to press the button and double his or herbet, or just press a standard “draw” button to proceed without doubling.

From operation 108, the method proceeds to operation 110, which thendeals replacement cards for the cards which were selected to bediscarded to form a final hand.

From operation 110, the method proceeds to operation 112, which accountsfor the bets. This is done by determining the rank of the final hand,and paying the initial bet based on a standard paytable. If the playerchose to double, then the doubled portion of the bet is paid based onthe dynamic paytable.

FIG. 2 is a screenshot illustrating a first phase of the invention,according to an embodiment of the present invention.

The first phase as indicated in FIG. 2 corresponds to operation 102 fromFIG. 1. A player has already placed his or her bet of five coins.

A rank list 200 displays winning hand ranks. Paytable 1 202 displaysaward amounts for the initial bet, for each respective rank from therank list 200. Paytable 2 204 displays award amounts for an additionalbet.

A first coin in display 206 indicates how many coins were bet. A secondcoin in display 208 also displays how many coins were bet. A balancedisplay 210 displays the player's total balance (how much money he has).A return display 21-2 displays the computed return for paytable 2 204.It is preferred that the return display 212 not be used in an actualpublic game, as it may distract players.

A first hand 214 is displayed which is the hand where the player's goalis to make one of the winning hand ranks in the rank list 200. A bet 1button 216 allows the player to bet 1 coin, and a bet 5 button 218allows the player to quickly bet 5 coins. The bet 1 button 216 and thebet 5 button 218 are typically not active after the player has alreadyplaced his bet. A deal/draw button 220 both allows the player to dealthe initial cards after indicating how many coins to bet, and then drawcards after the player has selected the discards. In this phase of thegame, the deal/draw button 220 serves the latter operation. A double anddraw button 222 allows the player to double the player's bet and thendraw cards. At this phase in the game, the deal/draw button 220 and thedouble and draw button 222 are both active, and the player can choosewhether to just draw new cards or double his or her bet and draw newcards.

Paytable 2 204 can also be considered a “dynamic paytable,” because itimmediately updates the listed payouts based on certain conditions. Inthis case, when particular cards are selected to be held, the paytable 2automatically updates the payouts to reflect odds for forming eachrespective rank. In FIG. 2, none of the cards are selected to be held,so paytable 2 204 reflects payouts for discarding and redrawing all 5cards.

FIG. 3 is a screenshot illustrating the dynamic paytable, according toan embodiment of the present invention.

FIG. 3 corresponds to operations 104 and 106 from FIG. 1, and followsFIG. 2. The difference in play from FIG. 2 and FIG. 3, is the player hasselected to hold a queen of clubs 302 and an ace of diamonds 304.

Note that paytable 2 300 has changed from its form from FIG. 2 (item204). This is because these new payouts reflect that the player hasdecided to hold the queen of clubs 302 and the ace of diamonds 304.

Note that certain payouts are not active in paytable 2 300. For example,royal flush, straight flush, and flush all pay an amount of zero. Thisis because these hands are impossible to make considering the cardsbeing held. The player can experiment by selecting different cards tohold and viewing the updated paytable 2 300.

FIG. 4 is a screenshot illustrating a final phase of the invention,according to an embodiment of the present invention.

FIG. 4 corresponds to operation 108 from FIG. 1, and is the result ofpressing the double and draw button (item 222 from FIG. 2) from thestate displayed in FIG. 3. Since the player doubled his or her initialbet of 5, the new amount of coins bet is 10, which is displayed in thecoin bet display 408.

The cards that were not selected to be held are replaced by newly dealtcards to form a second hand 400. Note that the second hand 400 includesa pair of queens, but no other winning combinations, thus this hand isconsidered to be a “jacks or better” rank.

A rank highlight 402 highlights a winning rank and wining payouts in oneor both of paytable 1 404 and paytable 2 406. Paytable 1 404 indicates awinning amount of 5 for the rank of jacks or better. Paytable 2 406 alsoindicates a winning amount of 5 for the rank of jacks or better. Sincethe player chose to double his or her bet, the player receives payoutsfrom both paytable 1 404 and paytable 2 406.

Thus, the player wins the sum of the two payouts which is $10, which isdisplayed in the win display 410. The balance display 412 reflects thewin of $10. Since the player wagered $10 and won $10, the player hasbroke even on this transaction and can now start a new game.

The additional wager is not limited to double of the original bet, butcan also comprise any amount of coins (or any fraction) bet the playerwishes. Of course, the payouts on the additional bet are based on thenumber of respective coins bet.

FIG. 5 is a flowchart illustrating a method for computing the dynamicpaytable, according to an embodiment of the present invention.

The method starts with operation 500, which calculates distributions foreach rank. This can be done using a “formulaic” approach. Based on thecards that are selected by the player, and cards remaining in the deck,the number of possible hand of each rank can be determined by countingthe number of ways to make each particular rank.

For example, consider a player playing Jacks or Better at the 25 centcoinage level and plays 5 coins. The player is dealt the followingcards: 2 of hearts, 4 of spades, 8 of hearts, 9 of clubs, queen ofspades. The player decides to hold just the queen of spades. Thefollowing is how the number of ways to make each rank can be tabulatedformulaically.

Royal flush: The 10, jack, king, and aces of spades are all still in thedeck, therefore there is 1 royal flush combination.

Straight flush: The possible spans for a straight flush are 8 to queenand 9 to king. All necessary cards are still in the deck, thereforenumber of combinations is 2.

Four of a kind: For the ranks 3, 5, 6, 7, 10, jack, king, and ace allfour cards are still in the deck, therefore there is one combinationeach for a total of 8. All three other queens are also still in the deckand the player can still get any of the 44 kickers with the threequeens. So the number of four of a kinds is 8+44=52.

Full house: The queen can be either part of the three of a kind or pair.If the queen is part of the three of a kind then there are 3 ways topick 2 queens from the remaining 3. There are 12 ranks left for thepair. 8 of them have all four cards left and 4 have just three left. Ofthe ranks with all four cards left there are 6 ways to choose 2 cardsout of 4. Of the 4 ranks with 3 left there are 3 ways to choose 2 cardsout of 3. So the total number of full houses, queens up, is3*(8*6+4*3)=180. For the number of full houses where the queen is partof the pair there are 3 ways to choose one more queen out of the threeleft. Of the other 12 ranks there are 4 ways to choose 3 out of 4 cardsfor the 8 ranks with all four cards remaining. Of the other 4 ranks with3 cards left there is only 1 way to pick 3 out of 3 cards. So the numberof full houses where the queen is the pair is 3*(8*4+4*1)=108. So thetotal number of full houses is 180+108=288.

Flush: Spades are the only possible suit for the flush. The playerdiscarded the 8 of spades so there are 11 spades left in the deck. Thereare 330 ways to pick 4 spades out of 11 to complete the flush. However 3of those will result in a straight flush or royal flush. So the numberof flush combinations is 330-3=327.

Straight: There are three possible spans for a straight: 8 to queen, 9to king, and 10 to ace. The player already discarded an 8 and 9, whichwill cut down the number of straight combinations. Let n8=number of 8'sleft in deck, and so on for each rank. The number of possible straightscan be expressed as:n8*n9*n10*nJ+n9*n10+nJ+nK+n10+nJ+nK+nA=3*3−4*4+3*4*4*4+4*4*4*4=592.However 3 of these combinations result in a straight flush or royalflush. So the final number of straight combinations is 592−3=589.

Three of a kind: There are two types of three of a kind in thissituation: (1) queen is in the three of a kind, (2) queen is asingleton. To determine the number of type (1) three of a kind there are3 ways to pick 2 out of the three queens left in the deck. There arealso 44 non-queens left in the deck. The number of ways to pick 2 cardsout of 44 is 44*43/2=946. However we know from the full house sectionthat 8*6+4*3 that 60 of these combinations result in a pair. So thereare 3*(946−60)=2658 ways to form a type (1) three of a kind. For thetype (2) full houses there are 12 ranks left for the three of a kind,and 11 for the other singleton. The program would circulate through all132 combinations of three of a kind and singleton ranks. 4*3=12 willresult in both ranks having only three cards left, in which case therewill be 1*3=3 ways to complete the three of a kind. 8*4=32 ways willresult in the 3 of a kind coming from a rank with all 4 cards left andthe singleton from a rank with 3. Then there were will be 4*3=12 ways tocomplete the three of a kind. 4*8=32 ways will result in the three of akind coming from a rank with 3 cards left and the singleton from a rankwith 4 cards left. There are 1*4=4 ways to complete the three of a kind.8*7=56 ways will result in both the three of a kind and the singletoncoming from ranks with all four cards left. There will be 4*4=16 ways tocomplete each three of a kind. So the total number of type (2) three ofa kinds is (12*3+32*12+32*4+56*16)=1444. The total number of three of akinds is 2658+1444=4102.

Two pair: There are two types of two pairs: (1) queen is part of a pair,(2) queen is the singleton. Of the type (1) two pairs there are 3possible ranks for the other queen. There are 8*7=56 ways the other pairand singleton can both come from ranks with 4 cards left, for a total of6*4=24 combinations each. There are 8*4=32 ways the three of a kind cancome from a rank of 4 and the singleton from a rank of 3, for a total of6*3=18 each. There are 4*8=32 ways the three of a kind can come from arank of 3 and the singleton from a rank of 4, for a total of 3*4=12combinations each. There are 4*3=12 ways both the other pair and thesingleton can come from ranks with 3 left each, for a total of 3*3=9combinations each. So the total number of type (1) two pairs is3*(56*24+32*18+32*12+12*9)=7236. Of the type (2) two pairs there are8*7/2=28 ways both pairs can come from ranks 4, and there are 6*6 waysto pick the suits from each set. There are 8*4=32 ways to pick one pairfrom a rank of 4 and one from a rank of 3, and there are 6*3=18 ways topick the suits from each set. There are 4*3/2=6 ways to pick both pairsfrom ranks of 3, and there are 3*3=9 ways to pick the suits from eachset. So the total number of type (2) two pairs is(28*36+32*18+6*9)=1638. The total number of two pairs is therefore7236+1638=8874.

Pair: There are two types of pairs: (1) pair of queens, (2) pair ofanother high card. For the type (1) pairs the program picks one of 3suits for the other queen and then will cycle through all 12*11*10/6=220ways to pick 3 ranks out of 12 for the singletons. 8*7*6/6=56 of thoseways will result in all 3 singletons coming from ranks of 4, for 4^3=64ways to pick the suits each. (8*7/2)*4=1 12 of those ways will result in2 singletons coming from ranks of 4 and one from a rank of 3, for4^2*3=48 ways to pick the suits each. 8*(4*3/2)=48 of those ways willresult in 1 singleton coming from a rank of 4 and two from a rank of 3,for 4*3^2=36 ways to pick the suits. 4*3*2/6=4 ways result from allthree singletons coming from ranks of 3, or 3^3=27 ways to pick thesuits. So the number of type (1) pairs is3*(56*64+112*48+48*36+4*27)=32388 combinations of type (1) pairs. Forthe type (2) pairs there are 3 ranks to choose from for the other pair.All three ranks have all four cards left so each has 4*3/2=6 ways toarrange the suits. There are 11*10/2=55 ways to pick the ranks of theother two singletons. 7*6/2=21 ways result in both singletons from ranksof 4, for 4^2=16 ways to pick the suits. 7*4=28 ways result in onesingleton from a rank of 4 and one from a rank of 3, for 4*3=12 ways topick the suits. 4*3/2=6 ways result in both singletons from ranks of 3,for 3^2=9 ways to pick the suits. So the number of type (2) pairs is3*6*(21*16+28*12+6*9)=13068. The total number of pairs is32388+13068=45456.

Non-paying hand: There are 47*46*45*44/24=178365 ways to pick 4replacement cards out of 47 left in the deck. The total number of payingcombinations is 59691, adding up the totals for each type of hand.178365−59691=118674 ways to have a non-paying hand.

The above method can be implemented when the player holds 0, 1, 2, 3, or4 cards. Alternatively, a “cycling” method can also be used which dealsevery possible card combination from the deck and tabulates how manypossible ranks can be made. This can be considered a “slow” approach,and is recommended when the player decides to hold 4 cards, thus thereare only 47 remaining cards to cycle through and tabulate.

Once the number of possible ways to make each rank is determined basedon the cards selected, the method then proceeds to operation 502 whichcomputes a paytable based on the distribution probabilities.

The probability of making each rank can be easily computed by dividingby the number of possible ways to make a rank (computed in operation500) by the number of possible hands that can be made for the givennumber of discards. Table I illustrates the number of cards held and howmany possible hands can be made.

TABLE I # cards held # hand combinations 0 1,533,939 1 178,365 2 16,2153 1,081 4 47 5 1

The probability of obtaining a certain rank can be determined bydividing the number of ways to make that rank by the number of possiblehands (from Table I). Using the above example where the player is dealt:2 of hearts, 4 of spades, 8 of hearts, 9 of clubs, and the queen ofspades, and the player decides to hold the queen of spades (which means4 discards), the following probability table can be computed:

TABLE II Rank # ways to make probability 1/probability Royal Flush 1.0000056 178,571 Straight Flush 2 .0000112 89,286 4 of a Kind 52.0002915 3,431 Full House 288 .000183 545 Flush 327 .0016 63 Straight589 .0033 303 3 of a Kind 4,102 .023 43 2 Pair 8,874 .0498 20 Jacks orBetter 45,456 .2548 3.9

In Table II, the I/probability represents a payout for that particularrank, but only if that rank was the only active payout. If a probabilityfor a particular rank is 0, then the payout for that particular rankwould be 0 (instead of dividing by 0). Since there are numerous activepayouts (9 in Table II), the payouts need to accommodate the others sothat overall the paytable does not return more than 100%. To reduce thepaytable, the (1/probability) entries can be divided by the number ofactive paying hands.

For example, in FIG. 2 there are 9 active payouts (if a payout is 0 itis not active). So each (1/probability) column can be divided by 9 toresult in viable payouts for a game. Table III illustrates the(1/probability) column in Table II divided by 9.

TABLE III Rank 1/probability (1/probability)/9 Royal Flush 178,571 19841Straight Flush 89,286 9920.667 4 of a Kind 3,431 381.22 Full House 54560.55 Flush 63 7 Straight 303 33.667 3 of a Kind 43 4.778 2 Pair 202.222 Jacks or Better 3.9 .433

The (1/probability)/9 column in Table III represents the payout for eachrank for 1 coin bet. This number should be multiplied by the number ofcoins bet. Further, the payouts in Table III represent no houseadvantage (due to rounding though there might be a slight houseadvantage/disadvantage). Typically, a casino would work in a houseadvantage so they were guaranteed to make money from the game. Thus, thefollowing formula can be used to obtain a final payout, considering thehouse advantage and the number of coins bet:Payout=((coins*game return)/probability of achieving hand)/# of payinghands

The game return should preferably set to 0.99 (99%) so that the playerwould consider the doubling bet a good bet and make it frequently.However, the casino (or game manufacturer) is free to choose whatevergame return they wish. Table IV represents the payouts for each rank,and is computed by multiplying Table III by (coins*game return).

TABLE IV ((coins * game return)/probability of Rank achieving hand)/# ofpaying hands Royal Flush 98212.95 Straight Flush 49107.30 4 of a Kind1887.039 Full House 299.72 Flush 34.65 Straight 166.65 3 of a Kind 23.652 Pair 11 Jacks or Better 2.14

The paytable in Table IV is a mathematically proper paytable for theabove described conditions. However, some adjustments can optionally bemade to enhance the player's gambling experience, and to alsoaccommodate casino preferences. Players do not wish to lose their moneytoo quickly. If players lose too quickly, they will be discouraged andnot continue playing or return. Thus, paytables can be shifted to be“bottom heavy.” A bottom heavy paytable is one where(probability*payout) for ranks are higher towards the bottom of thepaytable than the top. Payouts can be shifted from the higher payinghands (less likely) to the lower paying hands (more likely), whilepreserving the same overall return for the paytable.

Thus, from operation 502, the method proceeds to operation 504 whichshifts payouts.

An algebraic formula can be derived to shift payouts while preservingthe same overall return. Table V illustrates an example of a simplepaytable.

TABLE V Rank probability payout rank1 a x rank2 b y rank3 c z

Consider the paytable in Table V to have an even return (1) forsimplicity. Now suppose that it is desired to reduce the payout forrank1 by a “shrinking factor” of s, and preserve the same return byincreasing rank 2 by a “growth factor” f. Table VI represents what suchan adjust paytable would look like.

TABLE VI Rank probability payout rank1 a s * x rank2 b f * y rank3 c z

If the paytable in Table V has an even return (1), then the followingrelationship can be stated:a*x+b*y+c*z=1

The following relationship can be stated from the paytable in Table VI:a*s*x+b*f*y+c*z=1

Using the above two equations and solving for f, we obtain:f=(a*x−b*y−a*s*x)/(b*y)

Thus, if we want to shift 50% of the payout in rank 1 to rank 2, thepayout for rank 1 can be multiplied by 0.50, and to compensate, thepayout in rank 2 can be multiplied by f.

In this manner, payouts from the higher paying hands can be transferredto the lower paying hands, to create a more bottom heavy paytable. Thesource hands, destination hands, and shrinking factor(s) can be setsomewhat arbitrarily to suit the designer's preferences.

Optionally, certain dealt hands can be preset to shift payouts in acertain manner. For example, a player is commonly dealt a low pair. Whenthe player is dealt a low pair, the method can automatically shiftpayouts in a predetermined manner appropriate for the circumstances. Forexample, 60% of 4 of a kind and 25% of full house can be shifted to twopair and three of a kind, using the shifting methods described above. Inthis way, the table is shifted to become more bottom heavy withoutlosing the appeal of attractive payouts on the top.

Further adjustments may still be made to the paytable. In some cases,payouts may be too high. For example, a payout for a royal flush usingthe above formulas may exceed $100,000, even if a portion is shifted toa lower paying hand as discussed above. Even though casinos will profitfrom the game in the long run, a casino may be reluctant to offer suchlarge payouts. Therefore, large payouts can be capped and a cap excesscan be transferred to lower paying hands.

Thus, from operation 504, the method proceeds to operation 506 whichcaps selected payouts. High payouts can be optionally reduced topredetermined number(s). The loss in payout due to capping shouldideally be shifted to another payout.

For example, if a royal flush pays $55,000 according to the abovemethods, and the casino or operator wishes to cap this payout at$20,000, then the shrinking factor would be as follows:s=20,000/55,000, or cap amount/current payout

Then, by using the formulas above, the excess amount over the cap can betransferred to another hand, preferably a bottom paying hand. It isrecommended that the royal flush be capped and straight flush be cappedat a lower amount.

The payouts generated by the above methods will typically contain afractional part. All of the fractional parts for each payout can simplybe removed (such as with an INT( ) or FLOOR( ) function), but this willdecrease accuracy.

Thus, to improve accuracy, the method proceeds to operation 508, whichshifts fractional parts. A preferred method is to shift all of thefractional parts one by one, until no more shifting can be done uponwhich the fractional part can then be removed. For example, the methodcan start at the lowest paying payout and shift the fractional part tothe next highest payout. From that payout, the fractional part can beshifted again to the next highest payout, and so on, until only thehighest payout contains a fractional part. At that point, the fractionalpart can simply be removed. Since the highest payout is also typicallythe most unlikely, removing a fractional part of the highest payoutwould result in the smallest error (deviation from the desired payoutreturn).

In the alternative, instead of shifting the irrational part to the nexthighest payout, the irrational part can be shifted to the next rank withthe next lowest probability, and so on. The shifting of irrational partscan be done using the methods described above.

Once all of the irrational parts are removed, the paytable computingmethod proceeds to operation 510 which displays the paytable. The abovedescribed methods result in generating a dynamic paytableinstantaneously.

Further, it is noted the above described methods for automaticallygenerating a paytable are not limited to generating a paytable for avideo poker game, but can also be applied to any other game with anytype of events. For example, a slot machine can be implemented whichinstead of using only a fixed paytable, can alter the paytable based onfuture event probabilities. As yet another example, a dice game can alsoimplement the methods herein, wherein previous rolls of the dice (orother occurrences) can alter probabilities of achieving certainconditions (for example, rolling 4 identical rolls in a row is morelikely after two identical rolls have already been rolled). Theinvention is further not limited to card games, slot machines, and dicegames, but can be applied to any other games with occurring events aswell.

Appendix A contains code used to implement the entire game and methodsdescribed above. The code is written in the ACTIONSCRIPT language, fromMACROMEDIA, which is used to program Flash applications. This languageis very similar to C (or C++) and can easily be converted to C or anyother programming language. This code is included to provide just oneexample of how the above method can be implemented, as well as assistone of ordinary skill in the art in implementing the described methods.Of course, many other approaches can be taken as well, in many otherdifferent languages.

The routines “fast0”, “fast1,” “fast2,” “fast3,” and “slow 4” are theroutines that implement the calculating distributions for each rank(operation 500 from FIG. 5). Fast0, fast1, fast2, and fast3 implementthe formulaic approach, while slow4 implements the cycling approach. Thefunction “adjustable” first calls the appropriate fast or slow routine,and then implements operation 500-508 illustrated in FIG. 5 (and theaccompanying description) to compute the dynamic paytable. The function“showpays” implements operation 510 illustrated in FIG. 5. Other partsof the program are commented and implement the game logic.

It is noted that the dynamic (or second) paytable does not have toinclude all of the ranks included in the standard paytable used to paythe original wager. The dynamic paytable can also comprise conditionsother than ranks indicated in the original paytable, such as other kindsof hands or other conditions. As only one example, such a condition cancomprise a hand that makes up only red (or black) cards. Any such handor condition can be bet on using the methods described herein. Suchconditions can be mixed in any manner with paying hands from theoriginal paytable. Thus, the present invention can provide flexibilityin adding a secondary bet to the video poker game (or any other type ofgame).

It is further noted that any of the games described herein can be playedwith any kind of deck, either standard or nonstandard. Wildcards canalso be used.

In a further embodiment of the present invention, instead of computingpaytables on the fly as discussed above, paytables can be precomputedand stored. The paytables can be indexed based on a condition orconditions. When a paytable is desired, based on the condition(s) theproper paytable can be retrieved, displayed, and used.

In a further embodiment of the present invention, the dynamic paytabledoes not have to be used, but instead a single paytable can be used topay both the initial and the second bet. This paytable would be modifiedto accommodate the player advantage of being able to double his bet sothat the casino would still have an advantage. Such a paytable can becomputed by guessing at such a table, then running through everypossible hand with and without doubling, and taking the highestexpectation of each. If the expectation is greater than 1, then thepaytable payouts can be reduced. However, the method described aboveusing the dynamic paytable is preferred.

In a further embodiment of the present invention, the secondary bet canbe mandatory and/or can be paid for by splitting up the initial bet.

In yet a further embodiment of the present invention, the additional betcan be applied to a multi line version of video poker. If additionalhands are being dealt, multiple doubled bets can be collected andapplied to the multi hands. For example, if three hands are being playedat once on a multi line version, the player pays for 3 hands up front,and if he or she wishes to double then the player can pay for three (orany amount) more additional bets.

FIG. 6 is a block diagram illustrating one example of hardware that canbe used to implement the present invention, according to an embodimentof the present invention. Typically, an electronic gaming device (EGD)is used to implement the present invention.

A processing unit 600 is connected to a ROM 602, RAM 604, and a storageunit 606 such as a hard drive, CD-ROM, etc. The processing unit 600 isalso connected to an input device(s) 608 such as a touch sensitivedisplay, buttons, keyboard, mouse, etc. The processing unit 600 is alsoconnected to an output device(s) 610 such as a video display, audiooutput devices, etc. The processing unit 600 is also connected to afinancial apparatus 612, which can accept payments and handle all facetsof financial transactions. The processing unit 600 is also connected toa communications link 614 which connects the gaming device to a casinonetwork or other communications network.

It is also noted that any and/or all of the above embodiments,configurations, variations of the present invention described above canmixed and matched and used in any combination with one another. Anyclaim herein can be combined with any others (unless the results arenonsensical). Further, any mathematical formula given above alsoincludes its mathematical equivalents, and also variations thereof suchas multiplying any of the individual terms of a formula by a constant(s)or other variable.

Moreover, any description of a component or embodiment herein alsoincludes hardware, software, and configurations which already exist inthe prior art and may be necessary to the operation of such component(s)or embodiment(s).

The many features and advantages of the invention are apparent from thedetailed specification and, thus, it is intended by the appended claimsto cover all such features and advantages of the invention that fallwithin the true spirit and scope of the invention. Further, sincenumerous modifications and changes will readily occur to those skilledin the art, it is not desired to limit the invention to the exactconstruction and operation illustrated and described, and accordinglyall suitable modifications and equivalents may be resorted to, fallingwithin the scope of the invention.

1. A gaming apparatus, the apparatus comprising: an input device; adisplay device; and a processing unit configured to operate with thedisplay device and the input device, and configured to executeinstructions to perform the following method: displaying a firstpaytable comprising ranks and respective first awards; receiving a firstwager; displaying an initial randomly dealt hand of cards face up to aplayer; allowing the player to identify held cards out of the initialhand, wherein cards which are not held cards are discards; displaying asecond paytable comprising secondary awards for respective ranks, thesecondary awards automatically updating based on the held cards anddiscards, each secondary award reflecting respective probabilities offorming each respective rank on a draw based on the held cards and thediscards, wherein if the secondary awards are sorted from highest tolowest then their corresponding respective probabilities to formrespective ranks on the draw using the held cards and discards are inorder from lowest to highest; performing the draw by replacing thediscards in the initial hand to form a final hand, wherein at the drawan award from the first paytable for a particular rank is higher than anaward from the first paytable for a specific rank while an award fromthe second paytable for the particular rank is lower than an award fromthe second paytable for the specific rank; and paying the first wagerusing the first paytable based on the final hand and paying a secondwager made by the player before the draw using the second paytable basedon the final hand.
 2. The apparatus as recited in claim 1, wherein a sumof: the secondary awards multiplied by each secondary award's respectiveprobability of occurring after the draw based on the held cards anddiscards is a predetermined number.
 3. The apparatus as recited in claim1, wherein if the held cards comprise a winning rank on the firstpaytable, then a secondary award for the winning rank is automaticallydeactivated on the second paytable.
 4. The apparatus as recited in claim1, wherein at the draw, the player identifies only one card as heldcards in the initial hand.
 5. The apparatus as recited in claim 1,wherein at the draw, the player identifies only two cards as held cardsin the initial hand.
 6. The apparatus as recited in claim 1, wherein atthe draw, the player identifies only three cards as held cards in theinitial hand.
 7. The apparatus as recited in claim 1, wherein at thedraw, the player identifies only four cards as held cards in the initialhand.